Tonight, is the night, for a major update
Appropriate rating between friendly and late
Tonight is the night, we will build the hype
If you agree with me, come on and type
that tonight is the night, guys you know it is
It's time for that update that valve teases
Tonight, hot finger-on-F5 action,
If valve does nothing watch my reaction.

They have accidentally fixed bugs before without being aware of a bug's existence

For example, falloff from reflected projectiles is calculated by the total distance that the projectile has traveled, from source, to Pyro, to destination. This caused rockets that were reflected at mid-range to deal the damage of minimum falloff.

It was "fixed" by the addition of minicrits on reflect. Falloff was no longer affected because there was no more falloff due to how minicrits operate. However, rampup is still left as it was prior to the 118th update. If a long-range rocket is reflected into someone who is point-blank to the Pyro, it will deal 135% base damage (thanks to minicrits having no falloff), but will not benefit from rampup at that range.

It's a tricky bug, they didn't truly "fix" it, they just patched up one of the more glaring subtle flaws with it.

Also, the Sandman's inverse stun falloff still does a moonshot if it's fired at midrange, then reflected from midrange to hit. If they intended to fix it, that one would have been taken care of. I'm pretty sure that the Crusader's Crossbow health/damage inverse falloff when reflected is also untouched. The Wrap Assassin works the same way, except it merely gets a critical hit at max rampup distances. It disproportionately will reward a Pyro for reflecting the Ball/Bolt/Bauble.

They left too many outliers for it to have been intentionally fixed, it was a coincidence that it patched up the falloff, but they missed rampup and reverse falloff. The outliers are rare, so they might not ever get fixed like certain other things. But the rampup thing doesn't seem to have been intended.

Also, the Sandman's inverse stun falloff still does a moonshot if it's fired at midrange, then reflected from midrange to hit. If they intended to fix it, that one would have been taken care of. I'm pretty sure that the Crusader's Crossbow health/damage inverse falloff when reflected is also untouched. The Wrap Assassin works the same way, except it merely gets a critical hit at max rampup distances. It disproportionately will reward a Pyro for reflecting the Ball/Bolt/Bauble.

They left too many outliers for it to have been intentionally fixed, it was a coincidence that it patched up the falloff, but they missed rampup and reverse falloff. The outliers are rare, so they might not ever get fixed like certain other things. But the rampup thing doesn't seem to have been intended.

Definitely getting the impression that the next update's gonna shake things up even more than they're suggesting. Maybe not in actual ingame content, though. What with dota and whatever-the-hell-that-spaceship-stuff's-about, the tf2 team's probably not super big right now? The weekly updates struck me as just maintainin enough interest until they can push this out the door, instead of something they're gonna do forever. How long would they keep that up? Wouldn't it make the Big Updates less exciting?

Nah, they may or may not have content stockpiled for when it's ready, but I get the feeling it's mainly another New Tf2 Era deal, like the Mannconomy or Uber Updates. They're not really trying to disguise the fact that they're gearing up to deliver the long, long, awaited stuff. But man, there's always been something they were still working on. Seems very unlike them to be like, "Well, that's it. As far as you guys know, we're out of ideas. See you next update."

I'm willing to bet this is gonna be one of those updates angry people think back on as what ruined TF2. More than usual, anyway.

This bug had never even crossed my mind, so not surprised if Valve's unaware or if they've forgotten about it.

As I said, it's not a very commonly noticed bug. It's most noticeable to Pyros who are consistently good at reflecting and have damage indicators active and are paying attention to their differences. Even then, it's not something that is consciously going to be acknowledged in the heat of battle. It's most evident with the sandman Stunball if a moonshot is achieved, provided that the player recognizes what max range is, as far as falloff is concerned.

There is no damage falloff on reflected stuff, the minicrits force base damage + 35% more damage if at midrange or farther, but it ramps up even if it's a minicrit (it was because valve dropped the ball and made minicrit meatshots do LESS damage than normal meatshots, so they allowed rampup to contribute to the equation for minicrits). There's more than just 1 bug with the airblast

Inverse falloff and rampup still don't work properly with reflects because it's calculated based on the net travel distance instead of the distance from the Pyro who reflected it. I'm guessing this is because they don't want to mess with how Stickybombs are affected by falloff since the Pyro does not get control of them like he does rockets, arrows, and balls.

If you want to prove that it was fixed during my hiatus. Get some bots set up and test it. There's zero documentation of it ever having been fixed, why should I believe that it was fixed if no one has proven it?

If it makes a difference, I think someone at Valve is doing that on purpose just to toy with the people who are watching schema changes. I know DF had a laugh tricking everyone in #tfwiki into thinking that there was a blog post.